*This section is intended solely to explain the story's power system, for better understanding.
Hunters were categorized by Rank, a measure of their strength, skill, and experience in battling monsters from Gates. Each rank is further divided into Tertius, Secundus, and Primus, showing the hunter's growth within that rank:
E-Rank:
No tiers
D-Rank:
Tiers:
Primus D-Rank
Secundus D-Rank
Tertius D-Rank
C-Rank:
Tiers:
Primus C-Rank
Secundus C-Rank
Tertius C-Rank
B-Rank:
Tiers:
Primus B-Rank
Secundus B-Rank
Tertius B-Rank
A-Rank:
Tiers:
Primus A-Rank
Secundus A-Rank
Tertius A-Rank
S-Rank:
Tiers:
Primus S-Rank
Secundus S-Rank
Tertius S-Rank
Rank 0 – The Top 5
In the hierarchy of hunters, there was a level beyond even the S-Rank—Rank 0. Only seven individuals in the world had ever reached this level. Each was a living legend, a representative of their country, and irreplaceable in both strength and authority.
Rank 0 hunters were not merely stronger than S-Rank—they were an entirely different class of human, capable of feats that defied imagination. Where other hunters relied on teamwork, strategy, or sheer numbers, a Rank 0 could turn the tide of battle alone, defeating Gates that would wipe out entire squads of elite S-Rank hunters.
Ranks weren't permanent. Hunters could train, raid, and grow stronger, unlocking new abilities, upgrading their stats, and climbing the rank ladder.
RANKING:
Rank 0 > S-Rank > A-Rank > B-Rank > C-Rank > D-Rank > E-Rank
TIERS: (Latin words that translate to "first," "second," and "third" in English)
Primus > Secundus > Tertius
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Collectors' Role: Collectors often specialize in gathering higher-tier weapons that hunters leave behind or that appear in cleared Gates, relics, and magic stones. This keeps the hunter economy active and competitive.
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*This part only covers the common classes that most people in the story possess.
HUNTER CLASSES
Long-Range Class
- Focused on attacking from a distance, proficient in using a long distance weapon, controlling the battlefield, or supporting allies.
Mage Class
- Mages manipulate magic for offense, defense, or enhancement. There are four main types:
Caster Mage - Pure Magic User
- Can only cast magic, like fireballs, energy blasts, or elemental attacks. Cannot enhance their body using magic.
Absorber Mage - Magic Enhancement User
- Absorbs magic to enhance body, speed, or strength. Limited long-range attacks.
Hybrid Mage - Caster & Absorber
- Can cast magic and absorb it to enhance themselves. A combination of offensive and self-enhancement skills.
Summoner Mage
- Can command and summon an animals, mythical creature or even undead to aid in raids or combat.
*Close Combat Hunters
Assasin Class
- High mobility, stealth, and precision strikes. Can quickly eliminate monsters or threats.
Warrior Class
- Balanced melee combatant; can wield swords, axes, or dual weapons.
Tank Class
- High durability and defense; can shield allies and absorb damage. Often equipped with heavy armor and shields.
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Two Types of Gates
Time-Locked Gates (Dungeon-Type Gates)
• A Gate that starts a countdown the moment the first hunter enters.
• The goal is to clear the dungeon before the timer hits zero.
• When the timer ends:
-Everyone still inside dies,
-Or gets erased, leaving no body—only traces of mana.
• Teams must fight through floors or zones filled with monsters.
• The final boss must be killed to "collapse" the dungeon safely.
• When cleared, loot spawns in a reward chamber before the Gate dissolves.
Lock-In Gates (Open-Area Gates)
• Massive open-area dimensions that resemble real landscapes: forests, ruins, deserts, floating islands—anything. These Gates are unique because there is no time limit.
• Once you enter, you cannot go back out unless:
- You kill the Guardian or
- Defeat the Gate Boss hidden somewhere inside.
• The Guardian drops a Gate Key, a glowing crystal used to reopen the exit portal—only from the inside.
• These are long-form exploration Gates, sometimes taking days or weeks to fully traverse.
• Time inside is accelerated, usually 5–10 times faster than the real world.
- Example: 1 day inside = 2–3 hours outside.
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GATES THREAT LEVELS
Gates are categorized by the threat they pose—a measure of monster strength, magical instability, and environmental danger. Each level indicates the type of hunters who can safely approach
Threat Level: VI
• Weak, barely stable Gates. Monsters are feeble, magical energy is minimal.
Who Can Handle: E-Rank hunters and D-Rank hunters
Threat Level: V
• Small Gates with weak to moderate monsters. Slightly unstable.
Who Can Handle: D-Rank hunters and C-Rank hunters.
Threat Level: IV
• Medium Gates with moderate to strong monsters. Magical fluctuations noticeable.
Who Can Handle: C-Rank hunters and B-Rank hunters
Threat Level: III
• Large Gates with strong monsters and high magical energy.
Who Can Handle: B-Rank hunters and A-Rank hunters.
Threat Level: II
• Massive Gates, legendary monsters, extreme magical instability.
Who Can Handle: S-Rank hunters and A-Rank hunters for Support
Threat Level: I
• Huge, world-threatening Gates. Monsters are near godlike; magical energy immense.
Who Can Handle: Only S-Rank hunters and one Rank Zero hunter
Threat Level: 0
• Singular, reality-altering Gates. Monsters and magic beyond comprehension.
Who Can Handle: Rank Zero hunters only
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WEAPON RANKS
Common
Uncommon
Rare
Epic
Legendary
Mythical
Divine
Divine > Mythical > Legendary > Epic > Rare > Uncommon > Common
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SPECIAL NOTES
Weapon Bonding: Some legendary, mythical , or divine weapons may bond to a hunter, becoming stronger the more they are used. Only compatible hunters can wield them.
Magic Stones / Enhancements: Weapons can be upgraded temporarily by using magical stones or relics. The rarity determines how much they can be enhanced.
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MAGIC STONE RARITY AND VALUE
Magic stones are crystallized sources of energy left behind in Gates. They vary in rarity, power, and market value, and their color indicates their strength.
Rarity Colors and Description
White Magic Stones
- Weak energy, often used for minor enhancements or beginner spells.
- Easily found in low-rank Gates.
- Value: Low
Green Magic Stones
- Moderate magical energy. Can slightly boost weapons or abilities.
- Often found in low-mid rank Gates
- Value: Moderate
Blue Magic Stones
- High concentration of magical energy.
- Can enhance advanced weapons or boost - hunter powers temporarily.
- Found in mid-to-high rank Gates.
- Value: High
Purple Magic Stones
- Extremely potent energy, capable of long-term enhancements or large-scale effects.
- Often guarded by monsters, appears in high-rank Gates.
- Value: Very High
Red Magic Stones
- Rare, unique magic stones.
- Can permanently enhance weapons or amplify a hunter's abilities significantly.
- Value: Extremely High
Gold Magic Stones
- One-of-a-kind stones, often tied to ancient relics or extraordinary phenomena.
- Can unlock hidden powers or create weapons of the highest tier.
- Value: Priceless
Black Magic Stones
- The most powerful magic stones, beyond normal understanding.
- Can rival the power of Rank 0 hunters if used correctly.
- Extremely rare; only appears in top-tier, world-changing events.
-Value: Incalculable
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